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Emotional impact

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czman
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Joined: 03/26/2013

I have done some study on the emotional impact of gaming and the importance it plays on design. This is going to be very open ended. Just want to throw some info out and see what I get back.

From what I can tell the point of game design is to create an emotional response with a game mechanic.

One of the more commonly used mechanics I see is randomness. You have a deck of cards, no knows what the next card is. Suspense, for lack of a better word, is brought on by the randomness inherent to a shuffled deck.

The problem I find with this is two fold:

1) As the deck becomes smaller threats are removed. At some point there will be few to zero cards in the deck that the players are "worried" about. At that point the game becomes academic. There becomes an inevitability with decks.

2) Random gameplay relies on chance. Chance is uncontrollable, therefore, the designer of the game can only at best hope that the game plays out in a specific way. It is possible that the game could be extremely easy or near impossible based on the shuffling of the deck.

Dice obviously are not reliable either. Inherently that is what makes a game like chess so timeless. It creates an emotional response based on two people going head to head in a game of skill with predetermined rules.

How much chance should we be looking at in the modern age of gaming? Most games now use either dice or cards in some way or another. Is that randomness now the accepted and preferred method of gameplay? Is a purely skill based game no longer desired?

The reason I am questioning this is because I am building a game right now. I am attempting to rethink everything about board games and understand the how and why behind them.

What generates an enjoyable experience for a user. Are people playing games for suspense, problem solving, social aspects, ect (probably a little of each and it probably differs from person to person). There are probably some fundamental truths about the emotional impact modern games are looking for.

What is that truth?

I hope this makes some sense. I wrote it while at work and doing a few other things simultaneously. If only people would leave me alone when the desire to be unproductive hits.

MikeyNg
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Joined: 07/12/2012
Tension

Obviously different people play for different reasons - you have problem solving, beating others, playing with others, etc. For me, I think what's important is tension.

If you can create those few moments in each game where there's a razor's edge between victory and defeat - that's what players crave, I think. Randomness does not necessarily have to factor in there either. Diametrically opposite of chess might be poker - and there's tremendous tension there. What they both have in common is the fact that there are "make or break" moments.

So I think you want to find ways to create tension - for the person in the front to lose and be beat by the person behind them. And vice versa. That's the essence of competition.

Halobender
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Joined: 12/30/2009
Variance, etc.

Hi there,

I'm not sure where most other people would fall on this spectrum, but I believe that randomness is the most important component of gaming. I also believe, as such, that knowing when and how to use randomness is the most important part of game design (I'm new to design, too—but this is a "given" that I've been thinking about a lot the last few months). It's way more than a mechanic. In fact, I think that if you take a look at a broad sample of games, you'll find that games like chess, go, checkers, othello, pente, Hive, etc., that have "no randomness" (I think that's somewhat different from "no luck" but maybe that's another discussion) are mostly the exception and not the rule. Why is that?

You've touched on several reasons above (things like suspense, etc.) but I think that the one major reason many games have evolved this way is that randomness makes it possible for someone who is somewhat new to a game to defeat someone who has much more experience. This is super important not only to getting people to play the game, but to giving them an enjoyable experience when they do play. And enjoyable experiences are really what we're after for all players, wether they win or lose—that's a big reason why people would want to play your game again. It makes it a lot harder for people to find other players if everyone always had to play people of similar skill levels in order to have any kind of fun.

A second main reason randomness is so important is that it enhances replay-ability. It is extremely difficult to create a game w/o variance that is still fun each time you play it. Again, chess is a great example of a success here. However, a counterpoint is something like tic-tac-toe. People get bored of it extremely quickly because it's essentially solvable. Finding that balance between the two is really, really hard. That's why a game like chess has stuck with us for so much of history.

Anyway, there's actually a fair amount of writing available on this subject. Two authors that I enjoy on game design are Mark Rosewater (of MtG fame) and Lewis Pulsipher. One Rosewater article specifically about this is here: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/37. The Pulsipher stuff I've read is in one of his books so I don't know exactly where you could find it, but he does have a blog.

-Dave

Procylon
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Joined: 06/27/2012
I think a differentiation

I think a differentiation should be made between randomness and predictability.

Randomness is a way to reduce predictability.

Predictability is what makes games boring, sooner or later.

When your brain is making new connections as it learns a game, it can be almost like a drug. But the more it learns, the more it needs to keep that high going. Once you have mastered a game, one of the major motivations for playing that game is gone.

That is why a simple game like chess is so enduring. The possibilities are so huge, that it can be hard for your brain to predict everything that will happen. Those little surprises when the enemy does something your brain didn't predict is practically what humans thrive on. It goes back to evolution and the need to adapt and survive.

Back to randomness. It simulates deeper mechanisms that would otherwise reduce predictability, while reducing learning curves and making a game more accessible. If you are a chess master and you play a novice, how fun is it? On a competitive level, not very much. How about Yahtzee? Suddenly anyone can win, and now you have the necessary tension.

I also believe that randomness is a tool that can be used to increase those "OMG!" events. Lets face it, +95% of people are not strategic geniuses, and without controlled randomness, "OMG!" events are going to be hard to come by.

The key is to understand your audience. Chess Masters? Preschoolers? Something in-between? Design your systems based on the people that will be playing your game and the level of randomness that would be best for them.

Dralius
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czman wrote:1) As the deck

czman wrote:
1) As the deck becomes smaller threats are removed. At some point there will be few to zero cards in the deck that the players are "worried" about. At that point the game becomes academic. There becomes an inevitability with decks.

This can be handled by having many more cards than will be used per game or reshuffling the deck before it has been gone through fully.

czman wrote:
2) Random gameplay relies on chance. Chance is uncontrollable, therefore, the designer of the game can only at best hope that the game plays out in a specific way. It is possible that the game could be extremely easy or near impossible based on the shuffling of the deck.

All games have to be played within certain parameters to work. Randomness can be made to fit into a range of outcomes that fit the games needs. Randomness can also be used to give players options. Card drafting mechanics being one example; A random set of cards are dealt face up and player take turns drawing them knowing what they need but also knowing what they are leaving for the other players.

larienna
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"that knowing when and how to

"that knowing when and how to use randomness is the most important part of game design"

I agree with that. I try to use randomness in all my games, it's now a matter of knowing were it must be appropriately used.

For example: Rolling to move is not interesting because it gives the player no choice on where they want to go, but rolling for battle resolution is better accepted because it abstract tons of variables and combat steps which are summarized in a roll.

Games with no randomness or which are completely predictable tend to create brain burning effects. This is the case of "Dominant Species" where you know the status of all the pieces, and all the actions that are going to be done by all players.

larienna
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But about the thread title,

But about the thread title, how can we make have a game with more emotional impact?

It is all about choosing the right mechanic for the right game. It's a bit like my triangular theory that games are composed of: Theme, Mechanic and Experience. Where:

- The theme requires certain experience
- The mechanics generate experience
- and the theme explains the presence of the mechanic.

According to this theory, that would means finding the mechanics that expressed the experience we want requested by the theme.

Michael Leo White
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Joined: 03/21/2013
Learn from the best

I look at 5 ingredients when I consider designing a game and 2 emotional factors.
Here is a list of the 5 ingredients and the sport / game that are the best at showcasing them:
1- Player selection “The Triple Crown of Horse Racing.” Based on your game’s complexity or simplicity determines the odds of each player winning but these odds mean nothing once the game starts.
2- Strategy “Chess.” Simple rules but must be well read in how the game is played and even then you are not going to be a master.
3- Bidding “Bridge.” Specific conventions are used to keep the champions on top. But if you follow their rules a good card player with a flair for poker has a shot at winning.
4- Bluffing “Poker.” Major factor if you’re concealing an element of the game.
5- Randomness “Roulette.” You walk by the table you look at the wheel then you look at the numbers and then you see it! Now your decision! Bet the number (37-1) bet the colour (1-1) or stop and watch. They call this intuition, divination, fate or a hunch. But it’s been statistically proven that this method of playing roulette is the best.
Emotional factors:
1- Am I enjoying the designing part of the game and when I test it, is it better than I thought it would be?
2- Then I do the most tedious part of designing which is to determine whether my game is an original or a knock off. And the answer to this question determines that a change in venue is in order.

Czman, all who responded to your question are giving excellent advice. But we are all prejudice to how and what we do to design a game. And as far as users I don’t think that should be an issue.

Designing is like roulette, there is a whole bunch of different approaches but following your instincts could be the best way to go.

czman
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Joined: 03/26/2013
I appreciate the responses.

I appreciate the responses.

The part I left out is I am solely working on Cooperative games.

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